I have a scene with use_background applied to a plane (as terrain) so I can catch a shadow from an object moving through the scene. When I use Render View to check things, it looks okay and the shadow appears, etc. --But when I then Batch Render the scene, the use_background plane is black…not transparent as expected. Alpha channel is selected in the Render Settings, and I can tell the shadow is there, but for some reason when actually rendering the frames it isn’t transparent–just a black blob. Why it works in Render View but fails in the actual render images…don’t know.
If it matters, I’ve come back to this scene from a year ago, and back then I’d been testing rendering with Arnold and Redshift. The terrain plane is named “ShadowCatcher_terrainshape” which leads me to think I’d originally applied an Arnold material to it. But because I don’t want to have to change other Mental Ray materials in the original scene, I’ve switched back to rendering with Mental Ray and so I’ve applied the “use_background” material to this plane now. Could that have something to do with the problem…maybe some Arnold attribute is locked in??
As I said above, it works in the Render View image, but not in the final renders, and both are rendering using Mental Ray now.
Anyone have a clue on this…I’d appreciate the help.
JTT


im pretty lost at this point, I have been changing settings for about 14 hours now, and this is the only thing that has worked for me, hope this works for you! As for what Maya is telling me through the logs its pretty much nothing, however, I noticed a flicker on every render that crashed so I assumed it was the program faulting for a second and the code jumping to the end of its sequence so changing the settings leaves Maya in a state of permanently rechecking its processes and not skipping because of the blank expressions. But really I just need sleep, -__- also I did not want to use the Mip_MatteShadow so I tried this. Rip me. As for your brightness issue, I haven’t tried any fixes but see if you can find a “premult” option somewhere in the node itself